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library / src / main / java / org / distorted / library / main / DistortedOutputSurface.java @ e029600f

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.EffectQuality;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * This is not really part of the public API.
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 *
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 * @y.exclude
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 */
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public abstract class DistortedOutputSurface extends DistortedSurface implements DistortedMaster.Slave
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{
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//////////// DEBUG FLAGS /////////////////////////////////////////////
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/**
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 * When rendering a Screen, show FPS in the upper-left corner?
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 */
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public static final int DEBUG_FPS = 1;
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//////////// END DEBUG FLAGS /////////////////////////////////////////
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/**
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 * Do not create DEPTH or STENCIL attachment
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 */
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  public static final int NO_DEPTH_NO_STENCIL = 0;
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/**
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 * Create DEPTH, but not STENCIL
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 */
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  public static final int DEPTH_NO_STENCIL    = 1;
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/**
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 * Create both DEPTH and STENCIL
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 */
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  public static final int BOTH_DEPTH_STENCIL  = 2;
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  private static final int ATTACH = 0;
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  private static final int DETACH = 1;
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  private static final int DETALL = 2;
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  private static final int SORT   = 3;
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  private ArrayList<DistortedNode> mChildren;
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  private int mNumChildren;   // ==mChildren.length(), but we only create mChildren if the first one gets added
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  private class Job
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    {
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    int type;
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    DistortedNode node;
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    Job(int t, DistortedNode n)
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      {
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      type = t;
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      node = n;
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      }
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    }
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  private ArrayList<Job> mJobs = new ArrayList<>();
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  // Global buffers used for postprocessing.
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  private static DistortedOutputSurface[] mBuffer = new DistortedOutputSurface[EffectQuality.LENGTH];
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  private long mTime;
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  private float mFOV;
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  float mDistance, mNear;
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  float[] mProjectionMatrix;
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  int mDepthStencilCreated;
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  int mDepthStencil;
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  int[] mDepthStencilH = new int[1];
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  int[] mFBOH          = new int[1];
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  private float mClearR, mClearG, mClearB, mClearA;
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  private float mClearDepth;
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  private int mClearStencil;
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  private int mClear;
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  float mMipmap;
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  private int mDebugLevel;
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  int mRealWidth;   // the Surface can be backed up with a texture that is
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  int mRealHeight;  // larger than the viewport we have to it.
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                    // mWidth,mHeight are the sizes of the Viewport, those -
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                    // sizes of the backing up texture.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract void prepareDebug(long time);
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  abstract void renderDebug(long time);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedOutputSurface(int width, int height, int createColor, int numcolors, int depthStencil, int fbo, int type)
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    {
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    super(width,height,createColor,numcolors,type);
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    mRealWidth = width;
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    mRealHeight= height;
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    mProjectionMatrix = new float[16];
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    mFOV = 60.0f;
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    mNear=  0.5f;
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    mDepthStencilCreated= (depthStencil== NO_DEPTH_NO_STENCIL ? DONT_CREATE:NOT_CREATED_YET);
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    mDepthStencil = depthStencil;
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    mFBOH[0]         = fbo;
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    mDepthStencilH[0]= 0;
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    mTime = 0;
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    mDebugLevel = 0;
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    mClearR = 0.0f;
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    mClearG = 0.0f;
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    mClearB = 0.0f;
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    mClearA = 0.0f;
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    mClearDepth = 1.0f;
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    mClearStencil = 0;
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    mClear = GLES31.GL_DEPTH_BUFFER_BIT | GLES31.GL_COLOR_BUFFER_BIT;
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    mMipmap = 1.0f;
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    createProjection();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createProjection()
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    {
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    if( mWidth>0 && mHeight>1 )
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      {
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      if( mFOV>0.0f )  // perspective projection
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        {
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        float a = 2.0f*(float)Math.tan(mFOV*Math.PI/360);
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        float q = mWidth*mNear;
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        float c = mHeight*mNear;
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        float left   = -q/2;
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        float right  = +q/2;
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        float bottom = -c/2;
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        float top    = +c/2;
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        float near   =  c/a;
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        mDistance    = mHeight/a;
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        float far    = 2*mDistance-near;
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        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      else             // parallel projection
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        {
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        float left   = -mWidth/2.0f;
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        float right  = +mWidth/2.0f;
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        float bottom = -mHeight/2.0f;
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        float top    = +mHeight/2.0f;
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        float near   = mWidth+mHeight-mHeight*(1.0f-mNear);
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        mDistance    = mWidth+mHeight;
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        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
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        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private static void createBuffers(int width, int height, float near)
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    {
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    float mipmap=1.0f;
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = new DistortedFramebuffer(2,BOTH_DEPTH_STENCIL,TYPE_SYST, (int)(width*mipmap), (int)(height*mipmap) );
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      mBuffer[j].mMipmap = mipmap;
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      mBuffer[j].mNear   = near;  // copy mNear as well (for blitting- see PostprocessEffect.apply() )
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      mBuffer[j].glClearColor(1.0f,1.0f,1.0f,0.0f);
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      mipmap *= EffectQuality.MULTIPLIER;
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      }
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    DistortedObject.toDo(); // create the FBOs immediately. This is safe as we must be holding the OpenGL context now.
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    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j].setAsOutput();
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[1], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mBuffer[j].mColorH[0], 0);
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      GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for(int j=0; j<EffectQuality.LENGTH; j++)
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      {
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      mBuffer[j] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The postprocessing buffers mBuffer[] are generally speaking too large (there's just one static
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// set of them) so before we use them for output, we need to adjust the Vieport as if they were
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// smaller. That takes care of outputting pixels to them. When we use them as input, we have to
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// adjust the texture coords - see the get{Width|Height}Correction functions.
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  private static void cloneViewport(DistortedOutputSurface from)
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    {
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    if( mBuffer[0].mWidth != from.mWidth )
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      {
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      DistortedOutputSurface surface;
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      for(int i=0; i<EffectQuality.LENGTH; i++)
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        {
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        surface = mBuffer[i];
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        surface.mWidth  = (int)(from.mWidth *surface.mMipmap);
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        surface.mHeight = (int)(from.mHeight*surface.mMipmap);
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        surface.mNear   = from.mNear;  // Near plane is independent of the mipmap level
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        //android.util.Log.e("surface", "viewport "+i+" to ("+from.mWidth+"x"+from.mHeight+")");
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        surface.createProjection();
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        int maxw = surface.mWidth  > surface.mRealWidth  ? surface.mWidth  : surface.mRealWidth;
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        int maxh = surface.mHeight > surface.mRealHeight ? surface.mHeight : surface.mRealHeight;
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        if (maxw > surface.mRealWidth || maxh > surface.mRealHeight)
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          {
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          surface.mRealWidth = maxw;
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          surface.mRealHeight = maxh;
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          surface.recreate();
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          surface.create();
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          }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int blitWithDepth(long currTime, DistortedOutputSurface buffer)
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    {
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    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(0x00);
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    DistortedEffects.blitDepthPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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295
  private int blitWithDepthRender(long currTime, DistortedOutputSurface buffer)
296
    {
297
    GLES31.glViewport(0, 0, mWidth, mHeight);
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    setAsOutput(currTime);
299
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mDepthStencilH[0]);
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    DistortedRenderState.enableStencil();
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    DistortedEffects.blitDepthRenderPriv(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
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    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
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    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
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308
    DistortedRenderState.restoreStencil();
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310
    return 1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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315
  private void clearBuffer(DistortedOutputSurface buffer)
316
    {
317
    GLES31.glStencilMask(0xff);
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    GLES31.glDepthMask(true);
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    GLES31.glColorMask(true,true,true,true);
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    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
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    GLES31.glClearDepthf(1.0f);
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    GLES31.glClearStencil(0);
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324
    buffer.setAsOutput();
325
    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[1], 0);
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    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT|GLES31.GL_DEPTH_BUFFER_BIT|GLES31.GL_STENCIL_BUFFER_BIT);
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    GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, buffer.mColorH[0], 0);
328
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
329
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render all children, one by one. If there are no postprocessing effects, just render to THIS.
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// Otherwise, render to a buffer and on each change of Postprocessing Bucket, apply the postprocessing
334
// to a whole buffer (lastQueue.postprocess) and merge it (this.blitWithDepth).
335

    
336
  int renderChildren(long time, int numChildren, ArrayList<DistortedNode> children)
337
    {
338
    int quality=0, internalQuality = 0, numRenders = 0, bucketChange = 0;
339
    DistortedNode child1, child2;
340
    EffectQueuePostprocess lastQueue=null, currQueue;
341
    long lastBucket=0, currBucket;
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343
    for(int i=0; i<numChildren; i++)
344
      {
345
      child1 = children.get(i);
346
      currQueue = child1.getPostprocessQueue();
347
      currBucket= currQueue.getID();
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349
      if( currBucket==0 ) numRenders += child1.draw(time,this);
350
      else
351
        {
352
        if( mBuffer[0]==null ) createBuffers(mWidth,mHeight,mNear);
353

    
354
        if( lastBucket!=currBucket )
355
          {
356
          if( lastBucket!=0 )
357
            {
358
            for(int j=bucketChange; j<i; j++)
359
              {
360
              child2 = children.get(j);
361
              numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],lastQueue);
362
              }
363

    
364
            numRenders += lastQueue.postprocess(mBuffer);
365
            numRenders += blitWithDepth(time, mBuffer[quality]);
366
            clearBuffer(mBuffer[quality]);
367
            }
368

    
369
          internalQuality = currQueue.getInternalQuality();
370
          quality         = currQueue.getQuality();
371
          bucketChange    = i;
372

    
373
          cloneViewport(this);
374
          }
375

    
376
        child1.drawNoBlend(time,mBuffer[quality]);
377

    
378
        if( i==numChildren-1 )
379
          {
380
          for(int j=bucketChange; j<numChildren; j++)
381
            {
382
            child2 = children.get(j);
383
            numRenders += child2.markStencilAndDepth(time,mBuffer[internalQuality],currQueue);
384
            }
385

    
386
          numRenders += currQueue.postprocess(mBuffer);
387
          numRenders += blitWithDepth(time, mBuffer[quality]);
388
          GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS);
389
          //GLES31.glFlush();
390
          numRenders += blitWithDepthRender(time,mBuffer[quality]);  // merge the OIT linked list
391
          clearBuffer(mBuffer[quality]);
392
          }
393
        }
394

    
395
      lastQueue = currQueue;
396
      lastBucket= currBucket;
397
      }
398

    
399
    return numRenders;
400
    }
401

    
402
///////////////////////////////////////////////////////////////////////////////////////////////////
403

    
404
  ArrayList<DistortedNode> getChildren()
405
    {
406
    return mChildren;
407
    }
408

    
409
///////////////////////////////////////////////////////////////////////////////////////////////////
410
/**
411
 * Not part of the Public API.
412
 *
413
 * @y.exclude
414
 */
415
  public float getWidthCorrection()
416
    {
417
    return (float)mWidth/mRealWidth;
418
    }
419

    
420
///////////////////////////////////////////////////////////////////////////////////////////////////
421
/**
422
 * Not part of the Public API.
423
 *
424
 * @y.exclude
425
 */
426
  public float getHeightCorrection()
427
    {
428
    return (float)mHeight/mRealHeight;
429
    }
430

    
431
///////////////////////////////////////////////////////////////////////////////////////////////////
432
// PUBLIC API
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435
 * Make the library show various debugging information.
436
 * <p>
437
 * Currently only DEBUG_FPS - show FPS in the upper-left corner of every Screen - is defined.
438
 *
439
 * @param bitmask 0, or a bitmask of DEBUG_** flags to enable (currently only DEBUG_FPS defined)
440
 */
441
  public void setDebug(int bitmask)
442
    {
443
    if( this instanceof DistortedScreen )
444
      mDebugLevel = bitmask;
445
    }
446

    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448

    
449
/**
450
 * Draws all the attached children to this OutputSurface.
451
 * <p>
452
 * Must be called from a thread holding OpenGL Context.
453
 *
454
 * @param time Current time, in milliseconds. This will be passed to all the Effects stored in the children Nodes.
455
 * @return Number of objects rendered.
456
 */
457
  public int render(long time)
458
    {
459
    if( mDebugLevel!=0 ) prepareDebug(time);
460

    
461
    // change tree topology (attach and detach children)
462
/*
463
    boolean changed1 =
464
*/
465
    DistortedMaster.toDo();
466
/*
467
    if( changed1 )
468
      {
469
      for(int i=0; i<mNumChildren; i++)
470
        {
471
        mChildren.get(i).debug(0);
472
        }
473

    
474
      DistortedNode.debugMap();
475
      }
476
*/
477
    // create and delete all underlying OpenGL resources
478
    // Watch out: FIRST change topology, only then deal
479
    // with OpenGL resources. That's because changing Tree
480
    // can result in additional Framebuffers that would need
481
    // to be created immediately, before the calls to drawRecursive()
482
/*
483
    boolean changed2 =
484
*/
485
    toDo();
486
/*
487
    if( changed2 )
488
      {
489
      DistortedObject.debugLists();
490
      }
491
*/
492
    // mark OpenGL state as unknown
493
    DistortedRenderState.reset();
494

    
495
    int numRenders=0;
496

    
497
    for(int i=0; i<mNumChildren; i++)
498
      {
499
      numRenders += mChildren.get(i).renderRecursive(time);
500
      }
501

    
502
    setAsOutput(time);
503
    numRenders += renderChildren(time,mNumChildren,mChildren);
504

    
505
    if( mDebugLevel != 0 ) renderDebug(time);
506

    
507
    return numRenders;
508
    }
509

    
510
///////////////////////////////////////////////////////////////////////////////////////////////////
511
/**
512
 * Bind this Surface as a Framebuffer we can render to.
513
 *
514
 * @param time Present time, in milliseconds. The point: looking at this param the library can figure
515
 *             out if this is the first time during present frame that this FBO is being set as output.
516
 *             If so, the library, in addition to binding the Surface for output, also clears the
517
 *             Surface's color and depth attachments.
518
 */
519
  public void setAsOutput(long time)
520
    {
521
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
522

    
523
    if( mTime!=time )
524
      {
525
      mTime = time;
526
      DistortedRenderState.colorDepthStencilOn();
527
      GLES31.glClearColor(mClearR, mClearG, mClearB, mClearA);
528
      GLES31.glClearDepthf(mClearDepth);
529
      GLES31.glClearStencil(mClearStencil);
530
      GLES31.glClear(mClear);
531
      DistortedRenderState.colorDepthStencilRestore();
532
      }
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536
/**
537
 * Bind this Surface as a Framebuffer we can render to.
538
 * <p>
539
 * This version does not attempt to clear anything.
540
 */
541

    
542
  public void setAsOutput()
543
    {
544
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
545
    }
546

    
547
///////////////////////////////////////////////////////////////////////////////////////////////////
548
/**
549
 * Return the Near plane of the Projection included in the Surface.
550
 *
551
 * @return the Near plane.
552
 */
553
  public float getNear()
554
    {
555
    return mNear;
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Set mipmap level.
561
 * <p>
562
 * Trick for speeding up your renders - one can create a pyramid of OutputSurface objects, each next
563
 * one some constant FACTOR smaller than the previous (0.5 is the common value), then set the Mipmap
564
 * Level of the i-th object to be FACTOR^i (we start counting from 0). When rendering any scene into
565
 * such prepared OutputSurface, the library will make sure to scale any Effects used so that the end
566
 * scene will end up looking identical no matter which object we render to. Identical, that is, except
567
 * for the loss of quality and gain in speed associated with rendering to a smaller Surface.
568
 * <p>
569
 * Example: if you create two FBOs, one 1000x1000 and another 500x500 in size, and set the second one
570
 * mipmap to 0.5 (the first one's is 1.0 by default), define Effects to be a single move by (100,100),
571
 * and render a skinned Mesh into both FBO, the end result will look proportionally the same, because
572
 * in the second case the move vector (100,100) will be auto-scaled to (50,50).
573
 *
574
 * @param mipmap The mipmap level. Acceptable range: 0&lt;mipmap&lt;infinity, although mipmap&gt;1
575
 *               does not make any sense (that would result in loss of speed and no gain in quality)
576
 */
577
  public void setMipmap(float mipmap)
578
    {
579
    mMipmap = mipmap;
580
    }
581

    
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583
/**
584
 * Set the (R,G,B,A) values of GLES31.glClearColor() to set up color with which to clear
585
 * this Surface at the beginning of each frame.
586
 *
587
 * @param r the Red component. Default: 0.0f
588
 * @param g the Green component. Default: 0.0f
589
 * @param b the Blue component. Default: 0.0f
590
 * @param a the Alpha component. Default: 0.0f
591
 */
592
  public void glClearColor(float r, float g, float b, float a)
593
    {
594
    mClearR = r;
595
    mClearG = g;
596
    mClearB = b;
597
    mClearA = a;
598
    }
599

    
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601
/**
602
 * Uses glClearDepthf() to set up a value with which to clear
603
 * the Depth buffer of our Surface at the beginning of each frame.
604
 *
605
 * @param d the Depth. Default: 1.0f
606
 */
607
  public void glClearDepthf(float d)
608
    {
609
    mClearDepth = d;
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
/**
614
 * Uses glClearStencil() to set up a value with which to clear the
615
 * Stencil buffer of our Surface at the beginning of each frame.
616
 *
617
 * @param s the Stencil. Default: 0
618
 */
619
  public void glClearStencil(int s)
620
    {
621
    mClearStencil = s;
622
    }
623

    
624
///////////////////////////////////////////////////////////////////////////////////////////////////
625
/**
626
 * Which buffers to Clear at the beginning of each frame?
627
 * <p>
628
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
629
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
630
 * Default: GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT.
631
 *
632
 * @param mask bitwise OR of BUFFER_BITs to clear.
633
 */
634
  public void glClear(int mask)
635
    {
636
    mClear = mask;
637
    }
638

    
639
///////////////////////////////////////////////////////////////////////////////////////////////////
640
/**
641
 * Create new Projection matrix.
642
 *
643
 * @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
644
 *            Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
645
 * @param near Distance between the screen plane and the near plane.
646
 *             Valid vaules: 0<near<1. When near==0 (illegal!), the Near Plane is exactly at the tip of
647
 *             the pyramid. When near==1 (illegal!) the near plane is equivalent to the screen plane.
648
 */
649
  public void setProjection(float fov, float near)
650
    {
651
    if( fov < 180.0f && fov >=0.0f )
652
      {
653
      mFOV = fov;
654
      }
655

    
656
    if( near<   1.0f && near> 0.0f )
657
      {
658
      mNear= near;
659
      }
660
    else if( near<=0.0f )
661
      {
662
      mNear = 0.01f;
663
      }
664
    else if( near>=1.0f )
665
      {
666
      mNear=0.99f;
667
      }
668

    
669
    if( mBuffer[0]!=null )
670
      {
671
      for(int j=0; j<EffectQuality.LENGTH; j++) mBuffer[j].mNear = mNear;
672
      }
673

    
674
    createProjection();
675
    }
676

    
677
///////////////////////////////////////////////////////////////////////////////////////////////////
678
/**
679
 * Resize the underlying Framebuffer.
680
 * <p>
681
 * This method can be safely called mid-render as it doesn't interfere with rendering.
682
 *
683
 * @param width The new width.
684
 * @param height The new height.
685
 */
686
  public void resize(int width, int height)
687
    {
688
    if( mWidth!=width || mHeight!=height )
689
      {
690
      mWidth = mRealWidth = width;
691
      mHeight= mRealHeight= height;
692

    
693
      createProjection();
694

    
695
      if( mColorCreated==CREATED )
696
        {
697
        markForCreation();
698
        recreate();
699
        }
700
      }
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Return true if the Surface contains a DEPTH attachment.
706
 *
707
 * @return <bold>true</bold> if the Surface contains a DEPTH attachment.
708
 */
709
  public boolean hasDepth()
710
    {
711
    return mDepthStencilCreated==CREATED;
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715
/**
716
 * Return true if the Surface contains a STENCIL attachment.
717
 *
718
 * @return <bold>true</bold> if the Surface contains a STENCIL attachment.
719
 */
720
  public boolean hasStencil()
721
    {
722
    return (mDepthStencilCreated==CREATED && mDepthStencil==BOTH_DEPTH_STENCIL);
723
    }
724

    
725
///////////////////////////////////////////////////////////////////////////////////////////////////
726
/**
727
 * Adds a new child to the last position in the list of our Surface's children.
728
 * <p>
729
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
730
 * DistortedMaster (by calling doWork())
731
 *
732
 * @param node The new Node to add.
733
 */
734
  public void attach(DistortedNode node)
735
    {
736
    mJobs.add(new Job(ATTACH,node));
737
    DistortedMaster.newSlave(this);
738
    }
739

    
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741
/**
742
 * Adds a new child to the last position in the list of our Surface's children.
743
 * <p>
744
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
745
 * DistortedMaster (by calling doWork())
746
 *
747
 * @param surface InputSurface to initialize our child Node with.
748
 * @param effects DistortedEffects to initialize our child Node with.
749
 * @param mesh MeshObject to initialize our child Node with.
750
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
751
 */
752
  public DistortedNode attach(DistortedInputSurface surface, DistortedEffects effects, MeshObject mesh)
753
    {
754
    DistortedNode node = new DistortedNode(surface,effects,mesh);
755
    mJobs.add(new Job(ATTACH,node));
756
    DistortedMaster.newSlave(this);
757
    return node;
758
    }
759

    
760
///////////////////////////////////////////////////////////////////////////////////////////////////
761
/**
762
 * Removes the first occurrence of a specified child from the list of children of our Surface.
763
 * <p>
764
 * A bit questionable method as there can be many different Nodes attached as children, some
765
 * of them having the same Effects but - for instance - different Mesh. Use with care.
766
 * <p>
767
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
768
 * DistortedMaster (by calling doWork())
769
 *
770
 * @param effects DistortedEffects to remove.
771
 */
772
  public void detach(DistortedEffects effects)
773
    {
774
    long id = effects.getID();
775
    DistortedNode node;
776
    boolean detached = false;
777

    
778
    for(int i=0; i<mNumChildren; i++)
779
      {
780
      node = mChildren.get(i);
781

    
782
      if( node.getEffects().getID()==id )
783
        {
784
        detached = true;
785
        mJobs.add(new Job(DETACH,node));
786
        DistortedMaster.newSlave(this);
787
        break;
788
        }
789
      }
790

    
791
    if( !detached )
792
      {
793
      // if we failed to detach any, it still might be the case that
794
      // there's an ATTACH job that we need to cancel.
795
      int num = mJobs.size();
796
      Job job;
797

    
798
      for(int i=0; i<num; i++)
799
        {
800
        job = mJobs.get(i);
801

    
802
        if( job.type==ATTACH && job.node.getEffects()==effects )
803
          {
804
          mJobs.remove(i);
805
          break;
806
          }
807
        }
808
      }
809
    }
810

    
811
///////////////////////////////////////////////////////////////////////////////////////////////////
812
/**
813
 * Removes the first occurrence of a specified child from the list of children of our Surface.
814
 * <p>
815
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
816
 * DistortedMaster (by calling doWork())
817
 *
818
 * @param node The Node to remove.
819
 */
820
  public void detach(DistortedNode node)
821
    {
822
    mJobs.add(new Job(DETACH,node));
823
    DistortedMaster.newSlave(this);
824
    }
825

    
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
/**
828
 * Removes all children Nodes.
829
 * <p>
830
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
831
 * DistortedMaster (by calling doWork())
832
 */
833
  public void detachAll()
834
    {
835
    mJobs.add(new Job(DETALL,null));
836
    DistortedMaster.newSlave(this);
837
    }
838

    
839
///////////////////////////////////////////////////////////////////////////////////////////////////
840
/**
841
 * This is not really part of the public API. Has to be public only because it is a part of the
842
 * DistortedSlave interface, which should really be a class that we extend here instead but
843
 * Java has no multiple inheritance.
844
 *
845
 * @y.exclude
846
 */
847
  public void doWork()
848
    {
849
    int num = mJobs.size();
850
    Job job;
851

    
852
    for(int i=0; i<num; i++)
853
      {
854
      job = mJobs.remove(0);
855

    
856
      switch(job.type)
857
        {
858
        case ATTACH: if( mChildren==null ) mChildren = new ArrayList<>(2);
859
                     job.node.setSurfaceParent(this);
860
                     DistortedMaster.addSorted(mChildren,job.node);
861
                     mNumChildren++;
862
                     break;
863
        case DETACH: if( mNumChildren>0 && mChildren.remove(job.node) )
864
                       {
865
                       job.node.setSurfaceParent(null);
866
                       mNumChildren--;
867
                       }
868
                     break;
869
        case DETALL: if( mNumChildren>0 )
870
                       {
871
                       DistortedNode tmp;
872

    
873
                       for(int j=mNumChildren-1; j>=0; j--)
874
                         {
875
                         tmp = mChildren.remove(j);
876
                         tmp.setSurfaceParent(null);
877
                         }
878

    
879
                       mNumChildren = 0;
880
                       }
881
                     break;
882
        case SORT  : mChildren.remove(job.node);
883
                     DistortedMaster.addSorted(mChildren,job.node);
884
                     break;
885
        }
886
      }
887
    }
888
}
(8-8/21)